New Cancelled Games & Their Lost Media Added to the Archive

Ace of Spades [PC – OpenGL Build Alpha / Beta]

Ace of Spades was a voxel-based FPS first released in 2011. Advertised as ‘Minecraft meets Team Fortress 2‘, it was free to play, and took very little requirements to run (spawning the slogan ‘runs on your grandma’s rig!’). While earlier revisions of the game only had one weapon, some tools for construction, and randomly generated terrain it’s later versions had things such as different primary weapons (SMG, Rifle, and Shotgun), custom maps, and more. What separated Ace of Spades from your the more generic, ‘Minecraft-with-guns’ type shtick is that not only did Ace of Spades pre-date a good number of them, it’s mechanics led to genuinely tense trench warfare (I’d recommend watching early beta footage circa .75~)  Ace of Spades slowly grew a community throughout it’s years, and it’s creator Ben Aksoy maintained a great relationship with his audience. Many of the forums were community-run, and since pretty much every single visual in the game could be easily modified there was also a huge modding scene. It hit 2 million downloads during it’s beta run, and won game of the month on MPOGD.

Jagex saw the game’s success fairly early on in the beta. They had their eyes on it, and finally approached Aksoy on purchasing the rights to the game. Aksoy was in a poor financial state at the time, and agreed with a catch; that Ben would be allowed to continue to stay involved with the project. Jagex agreed, but didn’t publicly announce their involvement until late 2012, when they really took control over development. Until then, they used a fake name to maintain the indie image (SoCa studios, which you will see at the bottom of the archived website).

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The OpenGL build comes in here. It was established by one of the game’s original programmers, ‘Mat^2’ as the client for 1.0. It’s usage of OpenGL would be what separated the final versions to the open betas. When Jagex took over development, they decided to just take this build and used it as the basis for their version. According to a developer who worked on the JAGEX version of the game (may not seem verifiable, but I talked with a friend of Ben’s when I first researched this and they directed me to it) it was given to Blitz Games Studios to be completed. The developer did a Q&A on the Ace of Spades reddit, and revealed a lot of very pretty telling things about the development. The game had apparently been re-written in only 8 weeks, from November to December 2012. The game was not ‘professionally’ coded (spaghetti coding) and their goal was to appeal to a wider range of players vs the niche, original audiences.

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Survive: What lurks Around [PC – Cancelled]

Survive is a First Person shooter that started development as a simple game created in ray casting game maker. The game was planned for release only on pc and Linux. As development went on the game kept getting sequels until I was bored of Ray casting game maker and started to look for more powerful game engines. The new engine chosen was FPS Creator.

This version was created in late 2014 and was completed within a month. As a result this build was very buggy and crashed upon walking down a corridor. It was a corrupt video file in the game that needed to be removed for the game to work. The game was uploaded to mediafire in that same month and only got 20-30 Downloads. The video (Including the download) was removed a year after. After this the game started development again in a different game development software called Game Guru. This game was called Survive: What lurks Around. This version of the game was made after a line said by DR. Trugar in the Late 2014 build of the game in which he said “For what lurks around won’t be around for much longer”. Creating the game was easy and with help from my friend I managed to get the game off the ground. But this game never got that far and got canceled shortly after.

The game was once again reworked to make it more of a horror game. This is the build of the game that is still in work to this day in the FPS Creator Engine. You can download the early prototypes from here.

Article by Thelighgod

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Chroma (by Harmonix) [PC – Alpha / Cancelled]

If we reminisce about the popularity musical games enjoyed roughly ten years ago, we cannot stress enough the role of Massachusets-based developer Harmonix Music Systems, creators of the popular Guitar Hero and Rock Band franchises. Of course, for those who have been in the videogame scene for some time, it is well known that other studios had delved in the music genre long before them. However, we cannot deny that Harmonix and by extension their distributors, first Red Octane and shortly afterwards Activision, were the first ones to appeal the interest of the US and European mass markets by filling up their titles with a wide selection of mainstream rock and pop music tracks. Where Konami’s Guitar Freaks had always remained a niche title, Harmonix established a new franchise that attracted both seasoned and casual players alike with its simple, yet progressively deep and challenging gameplay, greatly cementing videogames as a social experience to be enjoyed with groups of friends.

Harmonix’s existence has been closely tied to music and rhythm games and even after the hype surrounding Guitar Hero – not anymore in Harmonix’s hands after three titles – and Rock Band faded away, the developer kept experimenting with the concept of music applied to other genres. Given the massive popularity of the first person shooting genre, it must have been a quite logical leap to combine both concepts, giving birth to the initial idea of Chroma.

First announced on the seventeenth of February 2014, Chroma constituted a collaboration between two developer teams: Harmonix itself, bringing their expertise in musical games and Hidden Path Entertainment, known for Counter-Strike: Global Offensive and Defense Grid: The Awakening among others. Chroma was simply put, an on-line Arena FPS that heavily relied on music and rhythm as an integral part of the experience.  Harmonix co-founder and CEO Alex Rigopulos declared upon Chroma’s announcement that it had been “a dream project (…) for some time”.

The game was first launched at the end of February of the same year on PC via Valve’s Steam platform as a closed Alpha available on a limited basis to those who had requested an access code. This early Alpha included a two-part tutorial and an on-line Deathmatch, with the latter not playable anymore as its servers have been taken off-line. The game’s aesthetics evoke a futuristic virtual world, with vivid plain colors, neon lights and techno music, which easily remind of either Tron or SEGA’s Rez, another title that, while being a one-player on-rails experience, also fused shooting and music.

A newbie in Chroma would probably jump straight into the training mode upon launching the game for the first time. This tutorial covers the somehow familiar but also unusual gameplay and it immediately introduces the concept of the metronome, represented as an on-screen bar that signals the music beats. The metronome offers an essential help to the player, since most of Chroma’s controls are influenced by the music beats. A robotic narrator simulating an AI guides the player through all the available actions, which include jumping, fast traveling between portals, shooting and reloading. All those revolve around the concept of rhythm and reward the player for triggering the actions in sync with the music.

The second part of the training introduces the different classes and their weapons. Chroma has five classes with different gameplay possibilities:

  • Assault. Equipped with a submachine gun and a grenade launcher, the Assault class provides good offensive capabilities, specially with delayed grenade detonation by using the music beats to its own advantage.
  • Engineer. Relies on a set dual pistols (which display an additional HUD that will be familiar to Guitar Hero players and indicates whether to shoot the left or the right hand pistol) and a shotgun. The Engineer also offers some additional strategical possibilities by deployment of sentinel turrets.
  • Sneak. Combines the stealth granted by a sniper rifle with the power of the “Streak Pistol”, whose damage multiplier gets increased by successfully syncing the shoots with the beats.
  • Support. As its name implies, this class has limited damaging abilities but it can heal other players and deploy “healing stations”, that can also be targeted and destroyed if considered a menace.
  • Tank. The heavy hitter of the bunch. It uses a rocket launcher, whose projectiles can become heat-seeking at any time after firing by mouse-clicking on the beat, and a shotgun that can be used as a melee weapon as well.

Chroma offered an innovative approach to a genre that has dominated the videogame scene for some years and while many players appreciated Harmonix’s ambition of expanding music games into new horizons, the general consensus regarding the closed Alpha was quite mixed. Some players described the connection between music and shooting as clunky and uninteresting, adding little to none to the overall enjoyment of the game and even making it a tad frustrating, as for instance some weapons could only be shot at a very specific instant marked by the musical beats.

Beyond personal tastes, the concept behind Chroma seemed to need much more than debugging and rather was relying on core mechanics that were not working that well. Probably aware of this, Harmonix shut down the closed Alpha just a few months after its initial launch, in June 2014. The developer sent a communication to all players appreciating the extensive feedback received and announcing that the title would, in their own words “need some substantial retooling to be the game we want it to be”. They even claimed that “the team has, in fact, already started prototyping new directions for the game based on those successful mechanics.” Promising as this might have sounded, this was the last time players heard of the ill-fated Arena FPS and the lack of subsequent information could only point out to a permanent cancellation.

Involved with different publishers and franchises after their time with Activision had come to an end, it is not like Harmonix put all its eggs in one basket, so even with Chroma canned, they still released other entries of their Dance Central series and one year later players would see another landmark release: the fourth entry in the Rock Band series, attempting a comeback of the music genre and ultimately underperforming in terms of sales. This hinted a general decline of interest in what once was a beloved genre that provided huge amounts of revenue to those who had bet on it at the right time.

Thanks to Robert for the contribution!

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The Guardian [XBOX – Cancelled]

The Guardian is a cancelled adventure game that was in development in 2002 / 2003 by The Whole Experience (WXP Games) to be published by Capital Entertainment Group for the original Xbox. The game’s protagonist would die in a car accident during the introduction and then players would use his ghost to interact with NPCs to resolve different tasks. The Guardian featured an interesting gameplay mechanics involving NPCs hidden thoughts, that could have been read by the ghost, absorbed and used to manipulate the thoughts and reactions of other NPCs. Evil ghosts would also appear during the adventure, suggesting some kind of demonic presence to be eradicated from the game’s world as the final objective.

WXP created a great playable prototype to showcase their game’s main features, in collaboration with Seamus Blackley and Kevin Bachus, but unfortunately the project was canned in late 2003 when Capital Entertainment Group had to close down for lack of funds.

After The Guardian’s cancellation WPX worked for Activision on Greg Hastings Tournament Paintball for Xbox, in 2007 they released “Scene It? Lights, Camera, Action” on the Xbox 360 and worked on other projects for Majesco Entertainment, Disney, NVIDIA and Sierra Online, but in the end the studio closed down in 2010.

Thanks to EDW for the contribution!

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Random Facts & Rumors from the Unseen World | Volume 2

Our friend Ross Sillifant send us many contributions every week, with info, images, videos and interviews about lost videogames and their development, from popular and obscure software houses, for old and new consoles and PC. It would take years to properly organize this huge amount of info, but we’d like to save these random memories on the site, to be sure that they will not be lost while we wait for dedicated articles. Do you remember those “news and rumors” sections in gaming magazines? That’s exactly what this section is about! Every attempt was made where possible to check claims made by the gaming press, but as it stands, magazine claims should not be treated as fact and even memories could be washed out by the passing of time. This is the second collection from this series (here you can check the first one), it’s another part of a huge section that had to be cut from our book and in the following months we’ll add even more of the missing book content to the site.. enjoy!

Company called Photo Surrealism were showing video footage of texture demos etc for planned multiplayer space game on Jaguar called Galactic Gladiators, which promised Modem+JagCom support. I’ve never seen said vids, so no idea if coding actually started on game proper.

I asked John Romero about Jaguar Quake: “Hi Ross, I can’t really say whether the port started because I left id only 6 weeks after shipping Quake. If a Jag port was started it would have been after I left, and I never heard any rumors about it. Practically speaking, there’s no way the Jaguar could have done it. It could barely handle DOOM. Best, John”

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Comments by John Carmack about how he’d of done Jaguar Doom differently: he talks also about Jaguar’s hardware limits, but there’s no mention of Quake being started on Jaguar as some have claimed over the years:
“The jaguar CANNOT make a fully textured, full screen, full resolution game that runs at 30 fps. The bus will simply not take that many accesses. The 64 bit bus will let you do really fast shaded polygons, but texture mapping is done a single pixel at a time. DOOM had to be significantly reworked to get good performance, but it wasn’t designed from the ground up to take advantage of the Jaguar. If I was designing a game from scratch for the Jag (I’m not), I would target 20 fps with a 256*180 view window in 16 bit color as a reachable goal. Doom runs 15 fps at 160*180 because the basic design is non-optimal for the jag’s characteristics. I wrote it for the pc.”

Prolific’s Return Fire 2 was also planned for Playstation 1 as well as PC. Edge Issue 58 has it previewed under PC / Playstation. PSX version was never released.

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